mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-03 08:21:03 +00:00
197100cbcb
Fixed some incorrect shader configurations hit while running the glImaging example through CTest
434 lines
12 KiB
GLSL
434 lines
12 KiB
GLSL
//
|
|
// Copyright 2013 Pixar
|
|
//
|
|
// Licensed under the Apache License, Version 2.0 (the "Apache License")
|
|
// with the following modification; you may not use this file except in
|
|
// compliance with the Apache License and the following modification to it:
|
|
// Section 6. Trademarks. is deleted and replaced with:
|
|
//
|
|
// 6. Trademarks. This License does not grant permission to use the trade
|
|
// names, trademarks, service marks, or product names of the Licensor
|
|
// and its affiliates, except as required to comply with Section 4(c) of
|
|
// the License and to reproduce the content of the NOTICE file.
|
|
//
|
|
// You may obtain a copy of the Apache License at
|
|
//
|
|
// http://www.apache.org/licenses/LICENSE-2.0
|
|
//
|
|
// Unless required by applicable law or agreed to in writing, software
|
|
// distributed under the Apache License with the above modification is
|
|
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
|
|
// KIND, either express or implied. See the Apache License for the specific
|
|
// language governing permissions and limitations under the Apache License.
|
|
//
|
|
|
|
#undef OSD_USER_VARYING_DECLARE
|
|
#define OSD_USER_VARYING_DECLARE \
|
|
vec3 color;
|
|
|
|
#undef OSD_USER_VARYING_ATTRIBUTE_DECLARE
|
|
#define OSD_USER_VARYING_ATTRIBUTE_DECLARE \
|
|
layout(location = 1) in vec3 color;
|
|
|
|
#undef OSD_USER_VARYING_PER_VERTEX
|
|
#define OSD_USER_VARYING_PER_VERTEX() \
|
|
outpt.color = color
|
|
|
|
#undef OSD_USER_VARYING_PER_CONTROL_POINT
|
|
#define OSD_USER_VARYING_PER_CONTROL_POINT(ID_OUT, ID_IN) \
|
|
outpt[ID_OUT].color = inpt[ID_IN].color
|
|
|
|
#undef OSD_USER_VARYING_PER_EVAL_POINT
|
|
#define OSD_USER_VARYING_PER_EVAL_POINT(UV, a, b, c, d) \
|
|
outpt.color = \
|
|
mix(mix(inpt[a].color, inpt[b].color, UV.x), \
|
|
mix(inpt[c].color, inpt[d].color, UV.x), UV.y)
|
|
|
|
//--------------------------------------------------------------
|
|
// Uniforms / Uniform Blocks
|
|
//--------------------------------------------------------------
|
|
|
|
layout(std140) uniform Transform {
|
|
mat4 ModelViewMatrix;
|
|
mat4 ProjectionMatrix;
|
|
vec4 Viewport;
|
|
float TessLevel;
|
|
};
|
|
|
|
uniform int GregoryQuadOffsetBase;
|
|
uniform int PrimitiveIdBase;
|
|
|
|
//--------------------------------------------------------------
|
|
// Osd external functions
|
|
//--------------------------------------------------------------
|
|
|
|
mat4 OsdModelViewMatrix()
|
|
{
|
|
return ModelViewMatrix;
|
|
}
|
|
mat4 OsdProjectionMatrix()
|
|
{
|
|
return ProjectionMatrix;
|
|
}
|
|
mat4 OsdModelViewProjectionMatrix()
|
|
{
|
|
return OsdProjectionMatrix() * OsdModelViewMatrix();
|
|
}
|
|
float OsdTessLevel()
|
|
{
|
|
return TessLevel;
|
|
}
|
|
int OsdGregoryQuadOffsetBase()
|
|
{
|
|
return GregoryQuadOffsetBase;
|
|
}
|
|
int OsdPrimitiveIdBase()
|
|
{
|
|
return PrimitiveIdBase;
|
|
}
|
|
int OsdBaseVertex()
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// Vertex Shader
|
|
//--------------------------------------------------------------
|
|
#ifdef VERTEX_SHADER
|
|
|
|
layout (location=0) in vec4 position;
|
|
OSD_USER_VARYING_ATTRIBUTE_DECLARE
|
|
|
|
out block {
|
|
OutputVertex v;
|
|
OSD_USER_VARYING_DECLARE
|
|
} outpt;
|
|
|
|
void main()
|
|
{
|
|
outpt.v.position = ModelViewMatrix * position;
|
|
outpt.v.patchCoord = vec4(0);
|
|
OSD_USER_VARYING_PER_VERTEX();
|
|
}
|
|
|
|
#endif
|
|
|
|
//--------------------------------------------------------------
|
|
// Geometry Shader
|
|
//--------------------------------------------------------------
|
|
#ifdef GEOMETRY_SHADER
|
|
|
|
#ifdef PRIM_QUAD
|
|
|
|
layout(lines_adjacency) in;
|
|
|
|
#define EDGE_VERTS 4
|
|
|
|
#endif // PRIM_QUAD
|
|
|
|
#ifdef PRIM_TRI
|
|
|
|
layout(triangles) in;
|
|
|
|
#define EDGE_VERTS 3
|
|
|
|
#endif // PRIM_TRI
|
|
|
|
|
|
layout(triangle_strip, max_vertices = EDGE_VERTS) out;
|
|
in block {
|
|
OutputVertex v;
|
|
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
|
|
vec2 vSegments;
|
|
#endif
|
|
OSD_USER_VARYING_DECLARE
|
|
} inpt[EDGE_VERTS];
|
|
|
|
out block {
|
|
OutputVertex v;
|
|
noperspective out vec4 edgeDistance;
|
|
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
|
|
vec2 vSegments;
|
|
#endif
|
|
OSD_USER_VARYING_DECLARE
|
|
} outpt;
|
|
|
|
void emit(int index, vec3 normal)
|
|
{
|
|
outpt.v.position = inpt[index].v.position;
|
|
outpt.v.patchCoord = inpt[index].v.patchCoord;
|
|
#ifdef SMOOTH_NORMALS
|
|
outpt.v.normal = inpt[index].v.normal;
|
|
#else
|
|
outpt.v.normal = normal;
|
|
#endif
|
|
|
|
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
|
|
outpt.vSegments = inpt[index].vSegments;
|
|
#endif
|
|
|
|
outpt.color = inpt[index].color;
|
|
|
|
gl_Position = ProjectionMatrix * inpt[index].v.position;
|
|
EmitVertex();
|
|
}
|
|
|
|
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
|
uniform float viewportScale;
|
|
|
|
float edgeDistance(vec4 p, vec4 p0, vec4 p1)
|
|
{
|
|
vec4 viewportScale = vec4(0.5*Viewport[2],
|
|
0.5*Viewport[3],
|
|
1, 1);
|
|
p *= viewportScale;
|
|
p0 *= viewportScale;
|
|
p1 *= viewportScale;
|
|
|
|
return abs((p.x - p0.x) * (p1.y - p0.y) -
|
|
(p.y - p0.y) * (p1.x - p0.x)) / length(p1.xy - p0.xy);
|
|
}
|
|
|
|
void emit(int index, vec3 normal, vec4 edgeVerts[EDGE_VERTS])
|
|
{
|
|
outpt.edgeDistance[0] =
|
|
edgeDistance(edgeVerts[index], edgeVerts[0], edgeVerts[1]);
|
|
outpt.edgeDistance[1] =
|
|
edgeDistance(edgeVerts[index], edgeVerts[1], edgeVerts[2]);
|
|
#ifdef PRIM_TRI
|
|
outpt.edgeDistance[2] =
|
|
outpt.edgeDistance[3] =
|
|
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[0]);
|
|
#endif
|
|
#ifdef PRIM_QUAD
|
|
outpt.edgeDistance[2] =
|
|
edgeDistance(edgeVerts[index], edgeVerts[2], edgeVerts[3]);
|
|
outpt.edgeDistance[3] =
|
|
edgeDistance(edgeVerts[index], edgeVerts[3], edgeVerts[0]);
|
|
#endif
|
|
|
|
emit(index, normal);
|
|
}
|
|
#endif
|
|
|
|
void main()
|
|
{
|
|
gl_PrimitiveID = gl_PrimitiveIDIn;
|
|
|
|
#ifdef PRIM_QUAD
|
|
vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
|
|
vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz;
|
|
vec3 C = (inpt[2].v.position - inpt[1].v.position).xyz;
|
|
vec3 n0 = normalize(cross(B, A));
|
|
|
|
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
|
vec4 edgeVerts[EDGE_VERTS];
|
|
edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
|
|
edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
|
|
edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
|
|
edgeVerts[3] = ProjectionMatrix * inpt[3].v.position;
|
|
|
|
edgeVerts[0].xy /= edgeVerts[0].w;
|
|
edgeVerts[1].xy /= edgeVerts[1].w;
|
|
edgeVerts[2].xy /= edgeVerts[2].w;
|
|
edgeVerts[3].xy /= edgeVerts[3].w;
|
|
|
|
emit(0, n0, edgeVerts);
|
|
emit(1, n0, edgeVerts);
|
|
emit(3, n0, edgeVerts);
|
|
emit(2, n0, edgeVerts);
|
|
#else
|
|
emit(0, n0);
|
|
emit(1, n0);
|
|
emit(3, n0);
|
|
emit(2, n0);
|
|
#endif
|
|
#endif // PRIM_QUAD
|
|
|
|
#ifdef PRIM_TRI
|
|
vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz;
|
|
vec3 B = (inpt[2].v.position - inpt[1].v.position).xyz;
|
|
vec3 n0 = normalize(cross(B, A));
|
|
|
|
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
|
vec4 edgeVerts[EDGE_VERTS];
|
|
edgeVerts[0] = ProjectionMatrix * inpt[0].v.position;
|
|
edgeVerts[1] = ProjectionMatrix * inpt[1].v.position;
|
|
edgeVerts[2] = ProjectionMatrix * inpt[2].v.position;
|
|
|
|
edgeVerts[0].xy /= edgeVerts[0].w;
|
|
edgeVerts[1].xy /= edgeVerts[1].w;
|
|
edgeVerts[2].xy /= edgeVerts[2].w;
|
|
|
|
emit(0, n0, edgeVerts);
|
|
emit(1, n0, edgeVerts);
|
|
emit(2, n0, edgeVerts);
|
|
#else
|
|
emit(0, n0);
|
|
emit(1, n0);
|
|
emit(2, n0);
|
|
#endif
|
|
#endif // PRIM_TRI
|
|
|
|
EndPrimitive();
|
|
}
|
|
|
|
#endif
|
|
|
|
//--------------------------------------------------------------
|
|
// Fragment Shader
|
|
//--------------------------------------------------------------
|
|
#ifdef FRAGMENT_SHADER
|
|
|
|
in block {
|
|
OutputVertex v;
|
|
noperspective in vec4 edgeDistance;
|
|
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
|
|
vec2 vSegments;
|
|
#endif
|
|
OSD_USER_VARYING_DECLARE
|
|
} inpt;
|
|
|
|
out vec4 outColor;
|
|
|
|
uniform vec4 diffuseColor = vec4(1);
|
|
uniform vec4 ambientColor = vec4(1);
|
|
|
|
vec4
|
|
getAdaptivePatchColor(ivec3 patchParam)
|
|
{
|
|
const vec4 patchColors[7*6] = vec4[7*6](
|
|
vec4(1.0f, 1.0f, 1.0f, 1.0f), // regular
|
|
vec4(0.0f, 1.0f, 1.0f, 1.0f), // regular pattern 0
|
|
vec4(0.0f, 0.5f, 1.0f, 1.0f), // regular pattern 1
|
|
vec4(0.0f, 0.5f, 0.5f, 1.0f), // regular pattern 2
|
|
vec4(0.5f, 0.0f, 1.0f, 1.0f), // regular pattern 3
|
|
vec4(1.0f, 0.5f, 1.0f, 1.0f), // regular pattern 4
|
|
|
|
vec4(1.0f, 0.5f, 0.5f, 1.0f), // single crease
|
|
vec4(1.0f, 0.70f, 0.6f, 1.0f), // single crease pattern 0
|
|
vec4(1.0f, 0.65f, 0.6f, 1.0f), // single crease pattern 1
|
|
vec4(1.0f, 0.60f, 0.6f, 1.0f), // single crease pattern 2
|
|
vec4(1.0f, 0.55f, 0.6f, 1.0f), // single crease pattern 3
|
|
vec4(1.0f, 0.50f, 0.6f, 1.0f), // single crease pattern 4
|
|
|
|
vec4(0.8f, 0.0f, 0.0f, 1.0f), // boundary
|
|
vec4(0.0f, 0.0f, 0.75f, 1.0f), // boundary pattern 0
|
|
vec4(0.0f, 0.2f, 0.75f, 1.0f), // boundary pattern 1
|
|
vec4(0.0f, 0.4f, 0.75f, 1.0f), // boundary pattern 2
|
|
vec4(0.0f, 0.6f, 0.75f, 1.0f), // boundary pattern 3
|
|
vec4(0.0f, 0.8f, 0.75f, 1.0f), // boundary pattern 4
|
|
|
|
vec4(0.0f, 1.0f, 0.0f, 1.0f), // corner
|
|
vec4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 0
|
|
vec4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 1
|
|
vec4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 2
|
|
vec4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 3
|
|
vec4(0.25f, 0.25f, 0.25f, 1.0f), // corner pattern 4
|
|
|
|
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
|
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
|
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
|
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
|
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
|
vec4(1.0f, 1.0f, 0.0f, 1.0f), // gregory
|
|
|
|
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
|
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
|
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
|
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
|
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
|
vec4(1.0f, 0.5f, 0.0f, 1.0f), // gregory boundary
|
|
|
|
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
|
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
|
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
|
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
|
vec4(1.0f, 0.7f, 0.3f, 1.0f), // gregory basis
|
|
vec4(1.0f, 0.7f, 0.3f, 1.0f) // gregory basis
|
|
);
|
|
|
|
int patchType = 0;
|
|
|
|
int edgeCount = bitCount(OsdGetPatchBoundaryMask(patchParam));
|
|
if (edgeCount == 1) {
|
|
patchType = 2; // BOUNDARY
|
|
}
|
|
if (edgeCount == 2) {
|
|
patchType = 3; // CORNER
|
|
}
|
|
|
|
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
|
|
// check this after boundary/corner since single crease patch also has edgeCount.
|
|
if (inpt.vSegments.y > 0) {
|
|
patchType = 1;
|
|
}
|
|
#elif defined OSD_PATCH_GREGORY
|
|
patchType = 4;
|
|
#elif defined OSD_PATCH_GREGORY_BOUNDARY
|
|
patchType = 5;
|
|
#elif defined OSD_PATCH_GREGORY_BASIS
|
|
patchType = 6;
|
|
#endif
|
|
|
|
int pattern = bitCount(OsdGetPatchTransitionMask(patchParam));
|
|
|
|
return patchColors[6*patchType + pattern];
|
|
}
|
|
|
|
|
|
vec4
|
|
edgeColor(vec4 Cfill, vec4 edgeDistance)
|
|
{
|
|
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
|
#ifdef PRIM_TRI
|
|
float d =
|
|
min(inpt.edgeDistance[0], min(inpt.edgeDistance[1], inpt.edgeDistance[2]));
|
|
#endif
|
|
#ifdef PRIM_QUAD
|
|
float d =
|
|
min(min(inpt.edgeDistance[0], inpt.edgeDistance[1]),
|
|
min(inpt.edgeDistance[2], inpt.edgeDistance[3]));
|
|
#endif
|
|
float v = 0.8;
|
|
vec4 Cedge = vec4(Cfill.r*v, Cfill.g*v, Cfill.b*v, 1);
|
|
float p = exp2(-2 * d * d);
|
|
|
|
#if defined(GEOMETRY_OUT_WIRE)
|
|
if (p < 0.25) discard;
|
|
#endif
|
|
|
|
Cfill.rgb = mix(Cfill.rgb, Cedge.rgb, p);
|
|
#endif
|
|
return Cfill;
|
|
}
|
|
|
|
#if defined(PRIM_QUAD) || defined(PRIM_TRI)
|
|
void
|
|
main()
|
|
{
|
|
vec3 N = (gl_FrontFacing ? inpt.v.normal : -inpt.v.normal);
|
|
float d = dot(N, vec3(0,0,1));
|
|
|
|
#if defined(DISPLAY_MODE_VARYING)
|
|
vec4 color = vec4(inpt.color, 1);
|
|
#else
|
|
vec4 color = getAdaptivePatchColor(OsdGetPatchParam(OsdGetPatchIndex(gl_PrimitiveID)));
|
|
#endif
|
|
|
|
vec4 Cf = color * d;
|
|
#if defined(GEOMETRY_OUT_WIRE) || defined(GEOMETRY_OUT_LINE)
|
|
Cf = edgeColor(Cf, inpt.edgeDistance);
|
|
#endif
|
|
|
|
#if defined(DISPLAY_MODE_NORMAL)
|
|
outColor = vec4(N.x, N.y, N.z, 1);
|
|
return;
|
|
#endif
|
|
|
|
outColor = Cf;
|
|
}
|
|
#endif
|
|
|
|
#endif
|